Beginning DirectX 10 Game Programming by Wendy Jones

Observe the intriguing international of video game programming and 3D pix production utilizing DirectX 10! "Beginning DirectX 10 online game Progmramming" is an introductory consultant to making outstanding photographs, striking creatures, and practical worlds for video games. Written in particular for the newbie programmer, the e-book makes use of step by step directions to coach the fundamentals of DirectX 10, introducing talents that may be utilized to making video games for either laptop and video game console systems. you are going to begin by way of studying the way to set up the DirectX SDK and the way to get your first software up and operating. From there you can be brought to the 2nd and 3D pictures parts of DirectX permitting you to attract lively sprites and create 3D items. placed your new talents to the try out with a last, hands-on venture that indicates the best way to assemble every thing you may have discovered. in case you have a uncomplicated wisdom of C++ and 3D math innovations you then are able to how one can software notable 3D online game portraits with "Beginning DirectX 10!"

This ebook bored me to tears. It reads like a textual content ebook, theres not often an instance. i do not get any rationalization of what instruments to exploit, find out how to set them up, or whatever that i will truly paintings on whereas interpreting the booklet. For a 'programming ebook' i felt this fell method brief. I did research loads of innovations through studying it, i simply did not study any actual C++ programming concepts, simply because they did not provide me adequate heritage to start in any compilers.

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Additional resources for Beginning DirectX 10 Game Programming

Example text

Before the pipeline can use the back buffer, it has to be converted to a render target view. The back buffer at this point is considered a 2D texture resource (ID3D10Texture2D). A view allows a resource to be interpreted by the stages in the pipeline in different ways. By creating different views for a resource, only a single resource needs to be held in memory and yet can be associated with multiple views. To create the render target view the pipeline needs, you use the CreateRenderTargetView function.

What’s the ﬁrst DirectX object that needs to be created in any application? 3. How many buffers can be created in a swap chain? 4. The DXGI_FORMAT_R32G32B32A32_TYPELESS deﬁnes how many bits for each color? 5. What DirectX function is required to blank the screen to a speciﬁc color? 37 38 Chapter 2 n Your First DirectX Program On Your Own 1. Change example 2 on the CD-ROM to clear the screen to a green color instead of blue. 2. Update example 3 on the CD-ROM to use more than one back buffer. chapter 3 The 2D Resurgence Two-dimensional (2D) games, immensely popular in the early days of video games, are having a revival.

For instance, when a mouse click occurs within your application window, the system sends a mouse click event to your windows procedure. Your windows procedure can then decide whether the message needs handling or it can be ignored. The windows procedure in the following example contains only the bare minimum of code needed to end the application either by clicking on the window close button or pressing the Escape key. 5. You will ﬁnd this simple application in the chapter2\example1 directory on the CD-ROM.